Showing posts with label Action / Arcade. Show all posts
Showing posts with label Action / Arcade. Show all posts
Wednesday, June 1, 2011
0
Wednesday, June 1, 2011
Ric RAT
Space STG II Review
★★★☆☆
Build your infrastructure, develop technologies, and unleash your fleets of DOOM upon the galaxy in this complex space-themed RTS. How quickly can you queue?
Title: Space STG II | Developer: Grzegorz Mackiewicz | Genre: Action/Arcade |
Players: 1 | Version: 1.2.4 | Size: 5.9MB | Price: $2.99
Click QRC image (from phone) or scan with a barcode reader.
Space STG II, for the newcomer, hits you like a technicolor train wreck. With its glaring spelling and grammar errors, cheesy sound effects, bright and dissonant circa-1996 Photoshop graphics, a meandering spiderweb-like ui, and a learning curve reminiscent of Civ2, one would be tempted to simply toss it aside as a half-baked and unnecessarily complex game... But if you give the barely-informative tutorial a couple shakes, and then peep my custom STG II Player's Guide (based on his original), you may just find a diamond in the rough.
NOTE: Space STG II is free on the Marketplace, but only includes 4 of the 40 missions and your development-point options are severely limited. To purchase the full version, visit the developer's website and follow the instructions to get the activation code. STG II "full" is not hosted on the Android Market.
STG II plays like a disorganized version of Civilization, in space, and in roughly 1/100th of the sandbox size. Like a Civ game, you're plopped on a planet sporting a beginner's load of raw materials and a smattering of starter-ships. Your basic goal is to expand your colony and conquer the other planets trapped within the closet-sized map. To accomplish this objective, you'll need to start building!
Each planet has a total structure-capacity called "area", as well as a maximum output of energy used to power the buildings. Area is a fixed limitation, while energy can be increased by building power plants. Each building, of course, has an additional cost of raw materials - namely, metal and crystal - which are continually generated every 6 seconds in a quantity based on the number of mines you have built. Since this game is very domination-focused, plan on needing much more metal than crystal (for ships). In addition to metal and crystal, building a laboratory will generate another resource called "graphen" which is used for technology upgrades and purchases.
Just as you're starting to construct your second mine, you'll probably start getting attacked by enemy forces. This is a real-time strategy without a pause feature, so prepare for feverish micro-management. In fact, that's just about all you do in STG II - feverishly micro-manage multiple planets until, POP! you've conquered the last remaining planet and are dumped back on the mission screen. Congratulations! But, I digress...
You'll need to construct buildings in-parallel with your ships, which brings me to the second part of the game. Beginning with fighters, there are several types of ships which can be unlocked via "development points" between missions. Transporters shuttle resources from one planet to another, but must be "upgraded" in order to automatically return home again. Colonizers allow you to build on newly-conquered planets and can be re-used. And rocketers, warships, and bombers can be used to bombard structures on enemy planets as well as attack enemy ships. Ships also cost resources (duh), and queue in an irritating sort-of way... While most major RTS games churn-out one unit at a time regardless of how many you queue, STG II likes to make you wait until the entire queue is finished. This odd mechanic forces you to even-more frantically micro-manage your fleets, especially when you're being attacked and every unit counts! What's more, there's no notion of waypoints to streamline unit-grouping.
The unfortunate bi-product of the lack of automation, pausing, waypoints, proper queuing and delivery of units, and a teeny-tiny map is a game where feverish micro-management takes center-stage. You'll rarely find yourself spending time in the actual "map view" ordering ships around as you constantly need to be queuing the next development cycle. While this demand for your undivided attention has the effect of making the time pass-by very quickly, I worry that it's less about the enjoyment of the game and more just the lack of automation that's the culprit. While you're nose-deep in development, spanning across multiple planets, all of a sudden you'll be dumped to the mission screen and congratulated on your success! All the while, you've been so busy with micro-management that you forgot what the actual objective was. But hey, you made it.
One last thing to mention, and this seems to trip a lot of people up, are technology upgrades. After every mission, you're given development points based on your general success. You can spend these points to unlock new ships, ship upgrades, and technologies. Once purchased, you'll need to build a laboratory (in the next mission) to purchase the unlocked technologies before they can be used. In some cases, you'll need to purchase and then activate them. For example, you can unlock the "probe" technology, but then need to build a laboratory, buy a probe, then activate it to send it off. Like many aspects of this game, the acquisition and use of technology is unnecessarily complicated and could use some serious work.
The Good
Once you get over the hump of the learning-curve, STG II is quite immersive and offers much more depth than most Android RTS games I've seen thus far. With a deep tech-tree, multiple ships, upgrades, and plenty of things to manage, it will keep you on your toes from beginning to end. The computer AI seems relatively intelligent, in an artificial sort of way, and provides a tough challenge - even on the standard difficulty. However, in the late-game it seems to half-ass it a bit by sending scattered and weak attacks.
The Bad
This game seriously, seriously needs some play-testing and QA work. STG II is rife with spelling and grammar errors, poorly-produced sound effects, voice-overs that I can barely understand, a labyrinthine ui, and puts entirely too much emphasis on micro-management vs the actual gameplay and strategy. You'll ultimately find yourself compulsively cycling-through planets to queue up new ships, then getting stuck trying to weave your way out of the messy ui and return to the battlefield to intercept enemy fleets. And if you make a targeting error, as those of us with FFS (fat-finger syndrome) tend to do, you'll have to sit and watch as your planet is bombarded while your fleet wanders-off to buy a pack of Doritos at a nearby asteroid. Frustrating.
The Verdict
STG II is a good game with tons of potential. If handed-off to a team of play-testers, or perhaps a quality game development group, it could easily become a top-notch RTS on the Android platform. Unfortunately, it currently feels half-baked and loose at the seams. There's plenty of development options, but no real "path" or a feeling of priority. If you enjoy a heavy dose of micro-management, you may glean some enjoyment out of this game, but for the most part... micro-management IS the game. Most current RTS games on the market (PC) have come up with ways of deprioritizing and automating this aspect of the game in favor of the more strategical elements - gathering units of varying specialty and attacking key targets. STG II could learn a thing or two from the big boys.


read more
Build your infrastructure, develop technologies, and unleash your fleets of DOOM upon the galaxy in this complex space-themed RTS. How quickly can you queue?
Title: Space STG II | Developer: Grzegorz Mackiewicz | Genre: Action/Arcade |
Players: 1 | Version: 1.2.4 | Size: 5.9MB | Price: $2.99
Click QRC image (from phone) or scan with a barcode reader.
Space STG II, for the newcomer, hits you like a technicolor train wreck. With its glaring spelling and grammar errors, cheesy sound effects, bright and dissonant circa-1996 Photoshop graphics, a meandering spiderweb-like ui, and a learning curve reminiscent of Civ2, one would be tempted to simply toss it aside as a half-baked and unnecessarily complex game... But if you give the barely-informative tutorial a couple shakes, and then peep my custom STG II Player's Guide (based on his original), you may just find a diamond in the rough.
NOTE: Space STG II is free on the Marketplace, but only includes 4 of the 40 missions and your development-point options are severely limited. To purchase the full version, visit the developer's website and follow the instructions to get the activation code. STG II "full" is not hosted on the Android Market.
STG II plays like a disorganized version of Civilization, in space, and in roughly 1/100th of the sandbox size. Like a Civ game, you're plopped on a planet sporting a beginner's load of raw materials and a smattering of starter-ships. Your basic goal is to expand your colony and conquer the other planets trapped within the closet-sized map. To accomplish this objective, you'll need to start building!
Each planet has a total structure-capacity called "area", as well as a maximum output of energy used to power the buildings. Area is a fixed limitation, while energy can be increased by building power plants. Each building, of course, has an additional cost of raw materials - namely, metal and crystal - which are continually generated every 6 seconds in a quantity based on the number of mines you have built. Since this game is very domination-focused, plan on needing much more metal than crystal (for ships). In addition to metal and crystal, building a laboratory will generate another resource called "graphen" which is used for technology upgrades and purchases.
Just as you're starting to construct your second mine, you'll probably start getting attacked by enemy forces. This is a real-time strategy without a pause feature, so prepare for feverish micro-management. In fact, that's just about all you do in STG II - feverishly micro-manage multiple planets until, POP! you've conquered the last remaining planet and are dumped back on the mission screen. Congratulations! But, I digress...
You'll need to construct buildings in-parallel with your ships, which brings me to the second part of the game. Beginning with fighters, there are several types of ships which can be unlocked via "development points" between missions. Transporters shuttle resources from one planet to another, but must be "upgraded" in order to automatically return home again. Colonizers allow you to build on newly-conquered planets and can be re-used. And rocketers, warships, and bombers can be used to bombard structures on enemy planets as well as attack enemy ships. Ships also cost resources (duh), and queue in an irritating sort-of way... While most major RTS games churn-out one unit at a time regardless of how many you queue, STG II likes to make you wait until the entire queue is finished. This odd mechanic forces you to even-more frantically micro-manage your fleets, especially when you're being attacked and every unit counts! What's more, there's no notion of waypoints to streamline unit-grouping.
The unfortunate bi-product of the lack of automation, pausing, waypoints, proper queuing and delivery of units, and a teeny-tiny map is a game where feverish micro-management takes center-stage. You'll rarely find yourself spending time in the actual "map view" ordering ships around as you constantly need to be queuing the next development cycle. While this demand for your undivided attention has the effect of making the time pass-by very quickly, I worry that it's less about the enjoyment of the game and more just the lack of automation that's the culprit. While you're nose-deep in development, spanning across multiple planets, all of a sudden you'll be dumped to the mission screen and congratulated on your success! All the while, you've been so busy with micro-management that you forgot what the actual objective was. But hey, you made it.
One last thing to mention, and this seems to trip a lot of people up, are technology upgrades. After every mission, you're given development points based on your general success. You can spend these points to unlock new ships, ship upgrades, and technologies. Once purchased, you'll need to build a laboratory (in the next mission) to purchase the unlocked technologies before they can be used. In some cases, you'll need to purchase and then activate them. For example, you can unlock the "probe" technology, but then need to build a laboratory, buy a probe, then activate it to send it off. Like many aspects of this game, the acquisition and use of technology is unnecessarily complicated and could use some serious work.
The Good
Once you get over the hump of the learning-curve, STG II is quite immersive and offers much more depth than most Android RTS games I've seen thus far. With a deep tech-tree, multiple ships, upgrades, and plenty of things to manage, it will keep you on your toes from beginning to end. The computer AI seems relatively intelligent, in an artificial sort of way, and provides a tough challenge - even on the standard difficulty. However, in the late-game it seems to half-ass it a bit by sending scattered and weak attacks.
The Bad
This game seriously, seriously needs some play-testing and QA work. STG II is rife with spelling and grammar errors, poorly-produced sound effects, voice-overs that I can barely understand, a labyrinthine ui, and puts entirely too much emphasis on micro-management vs the actual gameplay and strategy. You'll ultimately find yourself compulsively cycling-through planets to queue up new ships, then getting stuck trying to weave your way out of the messy ui and return to the battlefield to intercept enemy fleets. And if you make a targeting error, as those of us with FFS (fat-finger syndrome) tend to do, you'll have to sit and watch as your planet is bombarded while your fleet wanders-off to buy a pack of Doritos at a nearby asteroid. Frustrating.
The Verdict
STG II is a good game with tons of potential. If handed-off to a team of play-testers, or perhaps a quality game development group, it could easily become a top-notch RTS on the Android platform. Unfortunately, it currently feels half-baked and loose at the seams. There's plenty of development options, but no real "path" or a feeling of priority. If you enjoy a heavy dose of micro-management, you may glean some enjoyment out of this game, but for the most part... micro-management IS the game. Most current RTS games on the market (PC) have come up with ways of deprioritizing and automating this aspect of the game in favor of the more strategical elements - gathering units of varying specialty and attacking key targets. STG II could learn a thing or two from the big boys.


Tuesday, May 24, 2011
0
Tuesday, May 24, 2011
Ric RAT
Robotek Review
★★★★☆
[Begin Transmission] Maple Node access granted. Perimeter defense grid disabled. Deploying robot invasion forces in T-minus 5... 4... 3... (garbled text) WARNING! Bot-hacking in progress. Preparing forces for significant resistance.
Title: Robotek | Developer: Hexage | Genre: Action/Arcade |
Players: 1-2 | Version: 1.0 | Size: 8.6MB | Price: Free
Click QRC image (from phone) or scan with a barcode reader.
Squid-shaped alien robots have taken over the world, and it's up to you to win it back! Node-by-node, you'll be sending your robot forces to demolish the invaders using varied weaponry and tactics. Fortunately for you, controlling such an army requires no more technical expertise than playing slots at a casino! Technology has certainly come a long way...
Hexage is known for their quality titles, neon-graphics, and innovative games, and Robotek is no exception. Using a bank of credits (charges), you'll "buy" access to a particular node and attempt to liberate it from the enemy. There are over 200 nodes, with varied levels of difficulty. Each side has a "big guy" (you), and can summon three bot-variants for added offense/defense - drones, tanks, and droids. The goal of the game is to penetrate your opponent's forces and cut his main bot's health down to zero using a combination of calling reinforcements (moar bots), espionage (hacking, energy-drain, force field), and assault (shock, microwave, laser) tactics. Each side chooses their actions for the turn, then combat resolves... hopefully with the gigantic brilliant explosion happening on the other side of the screen.
Whereas a similar game like Risk uses dice to resolve battles, Robotek uses an interesting "slot machine" mechanic. On your turn, you'll choose a general strategy - reinforce, espionage, or assault - and each strategy has three possible actions. For example, the espionage strategy involves hacking, energy-drain, and force field. Like a slot machine, there are three columns which randomly cycle through these actions until you hit stop, ideally synchronizing all three on your desired action. The more columns that match, the stronger the matching action is, and you'll score an extra turn if you match all three! Sometimes though, you may want to split your actions for a one-two punch combo. Either way, you'll get a chance to trigger each unique action that comes up. If you roll x2 lasers and a shock, you'll blast a big-time laser followed by a normal shock. If you land all three lasers, you blast a big-ass laser and get another turn. Confused about which action does what? A quick tap pulls-up a nice little on-screen summary.
As you exchange blows with your enemy, your units will gain experience and become more powerful. In addition to unit xp, every turn that passes gives you one more credit toward using a special ability. Special abilities include things like Rapid Fire (firing a second volley) and Emergency Repairs (+30 health to your units). Finally, as you sweep the map conquering nodes, you'll gain experience of your own which converts into tokens to be spent on unique squadron upgrades. These particular upgrades enhance the general effectiveness of your bots and their actions during combat.
The Good
Robotek is a great looking game with a pulsing techno soundtrack, reminiscent of EVAC HD. You'll find a decent amount of strategy and upgrade options to keep you busy over the game's 200+ nodes, and it's casual enough to pick up for a quickie. While it may be somewhat lacking in depth for us die-hard strategy fans, the upgrade and combo-options offer a solid intro to strategy for casual gamers. Should you ever find yourself on the losing-end of the war, you can always wire Hexage a few dollars for more charges.
The Bad
Aside from upgrading your bot skills and praying for the best 3-action combo every round, there's relatively little variety as you progress. I would've liked to see some new bots unlocked as you level. The computer chooses your targets for you, and I would've liked to be able to manually-target enemies in certain scenarios. The most annoying aspect of this game is that I spent $3 for the "duel" mode, only to find that it still... just me vs the AI. You can still play vs a friend by taking turns on the same phone, but who actually does this? This game would be solid with a random online match-up feature.
The Verdict
Robotek is a solid title, especially for free, and strikes a smooth balance between casual and strategy gaming. The graphics shine, the music is great, but anyone who spends a decent amount of time playing will wonder if she's still playing the same level. Assuming you don't get suckered into paying $3 for the "duel the CPU" mode, downloading this game is a no-brainer. Add online duels with live players, and this would win a 5-star rating.



read more
[Begin Transmission] Maple Node access granted. Perimeter defense grid disabled. Deploying robot invasion forces in T-minus 5... 4... 3... (garbled text) WARNING! Bot-hacking in progress. Preparing forces for significant resistance.
Title: Robotek | Developer: Hexage | Genre: Action/Arcade |
Players: 1-2 | Version: 1.0 | Size: 8.6MB | Price: Free
Click QRC image (from phone) or scan with a barcode reader.
Squid-shaped alien robots have taken over the world, and it's up to you to win it back! Node-by-node, you'll be sending your robot forces to demolish the invaders using varied weaponry and tactics. Fortunately for you, controlling such an army requires no more technical expertise than playing slots at a casino! Technology has certainly come a long way...
Hexage is known for their quality titles, neon-graphics, and innovative games, and Robotek is no exception. Using a bank of credits (charges), you'll "buy" access to a particular node and attempt to liberate it from the enemy. There are over 200 nodes, with varied levels of difficulty. Each side has a "big guy" (you), and can summon three bot-variants for added offense/defense - drones, tanks, and droids. The goal of the game is to penetrate your opponent's forces and cut his main bot's health down to zero using a combination of calling reinforcements (moar bots), espionage (hacking, energy-drain, force field), and assault (shock, microwave, laser) tactics. Each side chooses their actions for the turn, then combat resolves... hopefully with the gigantic brilliant explosion happening on the other side of the screen.
Whereas a similar game like Risk uses dice to resolve battles, Robotek uses an interesting "slot machine" mechanic. On your turn, you'll choose a general strategy - reinforce, espionage, or assault - and each strategy has three possible actions. For example, the espionage strategy involves hacking, energy-drain, and force field. Like a slot machine, there are three columns which randomly cycle through these actions until you hit stop, ideally synchronizing all three on your desired action. The more columns that match, the stronger the matching action is, and you'll score an extra turn if you match all three! Sometimes though, you may want to split your actions for a one-two punch combo. Either way, you'll get a chance to trigger each unique action that comes up. If you roll x2 lasers and a shock, you'll blast a big-time laser followed by a normal shock. If you land all three lasers, you blast a big-ass laser and get another turn. Confused about which action does what? A quick tap pulls-up a nice little on-screen summary.
As you exchange blows with your enemy, your units will gain experience and become more powerful. In addition to unit xp, every turn that passes gives you one more credit toward using a special ability. Special abilities include things like Rapid Fire (firing a second volley) and Emergency Repairs (+30 health to your units). Finally, as you sweep the map conquering nodes, you'll gain experience of your own which converts into tokens to be spent on unique squadron upgrades. These particular upgrades enhance the general effectiveness of your bots and their actions during combat.
The Good
Robotek is a great looking game with a pulsing techno soundtrack, reminiscent of EVAC HD. You'll find a decent amount of strategy and upgrade options to keep you busy over the game's 200+ nodes, and it's casual enough to pick up for a quickie. While it may be somewhat lacking in depth for us die-hard strategy fans, the upgrade and combo-options offer a solid intro to strategy for casual gamers. Should you ever find yourself on the losing-end of the war, you can always wire Hexage a few dollars for more charges.
The Bad
Aside from upgrading your bot skills and praying for the best 3-action combo every round, there's relatively little variety as you progress. I would've liked to see some new bots unlocked as you level. The computer chooses your targets for you, and I would've liked to be able to manually-target enemies in certain scenarios. The most annoying aspect of this game is that I spent $3 for the "duel" mode, only to find that it still... just me vs the AI. You can still play vs a friend by taking turns on the same phone, but who actually does this? This game would be solid with a random online match-up feature.
The Verdict
Robotek is a solid title, especially for free, and strikes a smooth balance between casual and strategy gaming. The graphics shine, the music is great, but anyone who spends a decent amount of time playing will wonder if she's still playing the same level. Assuming you don't get suckered into paying $3 for the "duel the CPU" mode, downloading this game is a no-brainer. Add online duels with live players, and this would win a 5-star rating.



Friday, February 11, 2011
0
Friday, February 11, 2011
Ric RAT
Super Dynamite Fishing Review
★★★★☆
Rosie needs your love like a tailgater needs a keg, and you know exactly how to give it to her... with a burnin' fuse! Using America's most efficient fishing-bait - dynamite - you'll devastate the fish population in order to win the heart of your number-one crush.
Title: Super Dynamite Fishing | Developer: Handy Games | Genre: Action/Arcade |
Players: 1 | Version: 1.0.2 | Size: 17.2MB | Price: $4.10
Click QRC image (from phone) or scan with a barcode reader.
Face it - fishing lures are for pansies. Those little dangly-trinkets you string on a fishing line make you feel more feminine than a kid in swim-class, and who wants to be seen with a box full of fishin' jewelry out on the open water? Instead, why not man-up and show them fish who's boss... with dynamite. Light the fuse, chuck a stick in the water, and have your pick of nature's finest.
In Super Dynamite Fishing, you play the role of Redneck Joe - a unibrowed, scruffy, and adept dynamite fisherman who craves the sweet-lovin' of one hot mama named Rosie. Since the quickest way to a woman's heart is through your own wallet, you'll spend all day "catching" and selling fish in order to buy her love... and to pay your bills. As long as you make enough dough to pay your daily bill, which grows increasingly expensive by the day, you can spend the rest on new toys (including Rosie).
Every day, you'll be given a new bill to pay, a couple optional paid missions to complete, and a comprehensive list of current going-rates for all types of fish. Pay close attention to this list, as you'll want to target the most valuable fish to get the most "bang" for your buck (har har). Head over to the weapons shop to equip your boat with the latest in mass-fishing technology, such as dynamite-stuffed squirrels and self-detonating mermaids, or pick up a new viking ship at the dock, and head out to the massacre. Your day is timed, so be quick about it.
Eventually, you'll accumulate enough cash to buy Rosie's love! Incrementally, of course, in the form of various gifts and outings. Alternatively, you could just save for a battleship - which will probably look way better on your lawn than Rosie ever could.
Controls
Navigating around the main map is a simple-affair of tap-tap-tapping. When fishing, you'll tilt the phone to move your boat left and right, and either swipe or tap to toss dynamite into the sea! The only issue I had with regards to controls was accidentally tapping on the alarm-clock when fishing, which pulls-up the menu. The ads also got in the way of shooting birds, but luckily you don't really need to do this very often.
Graphics
Dynamite Fishing is a cartoony, Flash-like game, but the style works well for the humorous theme. On my Evo, some of the background color-fills appeared a bit low-quality... which was unfortunate.
Sound
The effects and background sounds work well for the game - a nice combo of Beverly Hillbillies meets Scottish warfare. The inner-redneck in me would love to hook up a sub to my phone to really HEAR those explosions.
Options
I've been playing my current career for a couple hours now, and have only won half of Rosie's heart... guess I'll use the other half as bait. This game should last a while, and has a decent replayability factor given the inclusion of a ton of achievement medals to be had. There's plenty of weapons to be bought and new boats to pilot, which all add a nice bit of variety. Sadly, the game seems to slow to a crawl quite frequently - usually when there's a lot of fish on the screen. Since the free-version's only drawback is an ad at the top of the screen, a little slowness isn't a big deal in the face of a great game. For those of you who really want to get into the game without distraction, you can fork-over the $4.10 for the ad-free version.



read more
Rosie needs your love like a tailgater needs a keg, and you know exactly how to give it to her... with a burnin' fuse! Using America's most efficient fishing-bait - dynamite - you'll devastate the fish population in order to win the heart of your number-one crush.
Title: Super Dynamite Fishing | Developer: Handy Games | Genre: Action/Arcade |
Players: 1 | Version: 1.0.2 | Size: 17.2MB | Price: $4.10
Click QRC image (from phone) or scan with a barcode reader.
Face it - fishing lures are for pansies. Those little dangly-trinkets you string on a fishing line make you feel more feminine than a kid in swim-class, and who wants to be seen with a box full of fishin' jewelry out on the open water? Instead, why not man-up and show them fish who's boss... with dynamite. Light the fuse, chuck a stick in the water, and have your pick of nature's finest.
In Super Dynamite Fishing, you play the role of Redneck Joe - a unibrowed, scruffy, and adept dynamite fisherman who craves the sweet-lovin' of one hot mama named Rosie. Since the quickest way to a woman's heart is through your own wallet, you'll spend all day "catching" and selling fish in order to buy her love... and to pay your bills. As long as you make enough dough to pay your daily bill, which grows increasingly expensive by the day, you can spend the rest on new toys (including Rosie).
Every day, you'll be given a new bill to pay, a couple optional paid missions to complete, and a comprehensive list of current going-rates for all types of fish. Pay close attention to this list, as you'll want to target the most valuable fish to get the most "bang" for your buck (har har). Head over to the weapons shop to equip your boat with the latest in mass-fishing technology, such as dynamite-stuffed squirrels and self-detonating mermaids, or pick up a new viking ship at the dock, and head out to the massacre. Your day is timed, so be quick about it.
Eventually, you'll accumulate enough cash to buy Rosie's love! Incrementally, of course, in the form of various gifts and outings. Alternatively, you could just save for a battleship - which will probably look way better on your lawn than Rosie ever could.
Controls
Navigating around the main map is a simple-affair of tap-tap-tapping. When fishing, you'll tilt the phone to move your boat left and right, and either swipe or tap to toss dynamite into the sea! The only issue I had with regards to controls was accidentally tapping on the alarm-clock when fishing, which pulls-up the menu. The ads also got in the way of shooting birds, but luckily you don't really need to do this very often.
Graphics
Dynamite Fishing is a cartoony, Flash-like game, but the style works well for the humorous theme. On my Evo, some of the background color-fills appeared a bit low-quality... which was unfortunate.
Sound
The effects and background sounds work well for the game - a nice combo of Beverly Hillbillies meets Scottish warfare. The inner-redneck in me would love to hook up a sub to my phone to really HEAR those explosions.
Options
You can toggle the sounds from your shack as well as the location names on the main map, and adjust the sensitivity of the tilt-control (recommended) via the Menu button on your phone. There's also options for "Quick Fishin" and "Go Fishin", both which simply dump you into one of your current fishing-missions. Not sure why those options were included... seems redundant.
VerdictI've been playing my current career for a couple hours now, and have only won half of Rosie's heart... guess I'll use the other half as bait. This game should last a while, and has a decent replayability factor given the inclusion of a ton of achievement medals to be had. There's plenty of weapons to be bought and new boats to pilot, which all add a nice bit of variety. Sadly, the game seems to slow to a crawl quite frequently - usually when there's a lot of fish on the screen. Since the free-version's only drawback is an ad at the top of the screen, a little slowness isn't a big deal in the face of a great game. For those of you who really want to get into the game without distraction, you can fork-over the $4.10 for the ad-free version.



Monday, February 7, 2011
0
Monday, February 7, 2011
Ric RAT
Rocket Bunnies Review
★★★★★
Nobody ever thought that a rabbit could survive the harsh environs of deep-space, but then again... this ain't no ordinary rabbit. Slingshot your way from planet to planet collecting carrots in this physics-based arcade classic.
Title: Rocket Bunnies | Developer: Defiant Development | Genre: Action/Arcade |
Players: 1 | Version: 1.1.0 | Size: 14.7MB | Price: Free
Click QRC image (from phone) or scan with a barcode reader.
Rocket Bunnies gives you roughly 80% carrot and 20% stick. There's no doubt about it, this can be a frustratingly tough game - especially when trying to get a perfect 3-star rating on a level - but it's a whole lot of fun. In Rocket Bunnies, you play a astronomically-inclined rabbit in search of... wait for it... carrots! Gee, who would've guessed. Scooting about in your rocket-propelled rocket, you'll use the gravity of planetary bodies to both attract, and repel your ship. The faster you collect carrots (while avoiding certain death), the more points you'll get - the more points, the more stars. You get the idea.
There are currently 60 levels in this game, each offering anywhere from one to three stars upon completion. The faster and more efficiently you complete a level, the more likely you are to get the full 3-star rating. Once you accumulate enough points in a stage, you'll unlock new levels to conquer. But beware, lone rabbit! There are many obstacles in your path toward the perfect carrot.
Space-spiders will creep about, attempting to corrupt your innocent nature. Planets will self-destruct. Land mines will obstruct your path. Spider webs will impede your progress, and electrical fields will... well, leave you feeling naked and hairless. Rocket Bunnies is all about constant movement - "the flow" is your friend here, so don't get stuck orbiting Planet X for days on-end. If you end up cornered, don't fret... grab a power-up and wipe-out everything in your path.
Controls
Are intuitive, to say the least... tap a stellar-body to move toward it. Once orbiting, you can tap the planet/asteroid to reverse-course - an important skill to avoid the spiders! If you time your taps right, you'll slingshot from one planet to another in a smooth, bunny-like motion. Got stuck on spider silk? No problem. Wait until you've stretched the web thin, then tap your destination to break-free. Any time you feel the pressing need for an alfalfa-pellet break, use two fingers simultaneously to tap and pause the game.
Graphics
Android games are slowly, but surely, catching-up to the iPhone in terms of graphical quality. This isn't your momma's Flash game. Graphics in Rocket Bunnies are nicely rendered in 3D, from the glowing molten-suns to the flexible spider webs of doom. In-game translucent arrow-pointers also keep your rabbit thrusting in the proper direction.
Sound
The background music in Rocket Bunnies is a cheese-ball synth-track, set to keep you groovin' while you race from planet to planet. It's incredibly repetitive, but seems to do the job. The sound effects are well-done, and work nicely.
Options
Rabbits... for free. Really? I've read that this game competes with Angry Birds in terms of over-all entertainment, and I really don't doubt it. Rocket Bunnies is fun, frustrating, and keeps you on your toes. With sixty levels to master, and a third galaxy that's flagged as "coming soon", you'd have to be... really weird... to pass this game up. Seriously, it's a blast. As an added bonus, even though there are ads, they only show up on splash-screens and don't interfere with game play at all *coughsangrybirds*.



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Nobody ever thought that a rabbit could survive the harsh environs of deep-space, but then again... this ain't no ordinary rabbit. Slingshot your way from planet to planet collecting carrots in this physics-based arcade classic.
Title: Rocket Bunnies | Developer: Defiant Development | Genre: Action/Arcade |
Players: 1 | Version: 1.1.0 | Size: 14.7MB | Price: Free
Click QRC image (from phone) or scan with a barcode reader.
Rocket Bunnies gives you roughly 80% carrot and 20% stick. There's no doubt about it, this can be a frustratingly tough game - especially when trying to get a perfect 3-star rating on a level - but it's a whole lot of fun. In Rocket Bunnies, you play a astronomically-inclined rabbit in search of... wait for it... carrots! Gee, who would've guessed. Scooting about in your rocket-propelled rocket, you'll use the gravity of planetary bodies to both attract, and repel your ship. The faster you collect carrots (while avoiding certain death), the more points you'll get - the more points, the more stars. You get the idea.
There are currently 60 levels in this game, each offering anywhere from one to three stars upon completion. The faster and more efficiently you complete a level, the more likely you are to get the full 3-star rating. Once you accumulate enough points in a stage, you'll unlock new levels to conquer. But beware, lone rabbit! There are many obstacles in your path toward the perfect carrot.
Space-spiders will creep about, attempting to corrupt your innocent nature. Planets will self-destruct. Land mines will obstruct your path. Spider webs will impede your progress, and electrical fields will... well, leave you feeling naked and hairless. Rocket Bunnies is all about constant movement - "the flow" is your friend here, so don't get stuck orbiting Planet X for days on-end. If you end up cornered, don't fret... grab a power-up and wipe-out everything in your path.
Controls
Are intuitive, to say the least... tap a stellar-body to move toward it. Once orbiting, you can tap the planet/asteroid to reverse-course - an important skill to avoid the spiders! If you time your taps right, you'll slingshot from one planet to another in a smooth, bunny-like motion. Got stuck on spider silk? No problem. Wait until you've stretched the web thin, then tap your destination to break-free. Any time you feel the pressing need for an alfalfa-pellet break, use two fingers simultaneously to tap and pause the game.
Graphics
Android games are slowly, but surely, catching-up to the iPhone in terms of graphical quality. This isn't your momma's Flash game. Graphics in Rocket Bunnies are nicely rendered in 3D, from the glowing molten-suns to the flexible spider webs of doom. In-game translucent arrow-pointers also keep your rabbit thrusting in the proper direction.
Sound
The background music in Rocket Bunnies is a cheese-ball synth-track, set to keep you groovin' while you race from planet to planet. It's incredibly repetitive, but seems to do the job. The sound effects are well-done, and work nicely.
Options
Not much in the way of options, I'm afraid. You can toggle sound on and off. There's also a somewhat-decent tutorial that explains your typical obstacles and how to overcome them.
VerdictRabbits... for free. Really? I've read that this game competes with Angry Birds in terms of over-all entertainment, and I really don't doubt it. Rocket Bunnies is fun, frustrating, and keeps you on your toes. With sixty levels to master, and a third galaxy that's flagged as "coming soon", you'd have to be... really weird... to pass this game up. Seriously, it's a blast. As an added bonus, even though there are ads, they only show up on splash-screens and don't interfere with game play at all *coughsangrybirds*.



Wednesday, December 22, 2010
0
Wednesday, December 22, 2010
Ric RAT
Mana Chronicles Review
★★★☆☆
Wipe-out legions of demon-spawn using your wits, magic abilities, and a whole lot of tap-tap-tapping in this side-scrolling, hack'n-slash RPG from Spearhead Entertainment.
Title: Mana Chronicles | Developer: Spearhead Entertainment | Genre: Action, RPG |
Players: 1 | Version: 1.23 | Size: 29.1MB | Price: $2.24
Click QRC image (from phone) or scan with a barcode reader.
Mana Chronicles is what you'd get by cross-breeding an old-school, side-scrolling arcade game - say, Final Fight - with a very easy, paired-down fantasy game. You'll spend most your time repeatedly tapping the attack button while trying to line-up your character on the same plane as your enemies, while trying to stay facing the right direction.
Mana Chronicles is more arcade than RPG, so don't get too excited about leveling or accumulating trinkets. You won't be leveling your character and assigning points to stats, but instead will auto-level when you've gained enough experience. As you wade through the hordes, you'll find item-drops and treasure chests which allow you to customize your character. You'll discover a smattering of swords, armor, and jewelry during your brief adventure (this game is really easy) which you can equip for various bonuses. Equipping an item is as simple as tapping the new item, and looking at which stats go up and which will go down. I didn't find any items that had special abilities or magical properties during my time with this game, aside from these straight-up stat bonuses.
Your character, once you've killed enough enemies, will be able to launch a special-attack whose effects depend on which sword you're carrying. Some bosses, when killed, will become part of your soul, allowing you to temporarily transform into them during battle for a large (but short) power-bonus.
Controls
Mana Chronicles feels like a game run through an emulator. There's an on-screen d-pad on the left, which you'll use to move around, and a small control on the left that contains a large attack-button, as well as buttons to trigger your special abilities. While the controls themselves were responsive, I often found myself running just a bit too far, or facing the wrong direction while swinging, or getting stuck in a multi-attack when I really need to move. In order to hit enemies, you need to be almost exactly on the same horizontal plane - a difficult task to achieve, at times.
Graphics
I'm not sure what happened here, and after all the build-up to the game's release, I was sorely disappointed. For one, the game doesn't scale to my Evo's screen, leaving black borders on the sides. But even worse are the graphics themselves, which look to be on-par to a Nintendo console. The game play graphics are okay at best, but the Inventory panel is simply awful - text is horribly rendered and hard to read against the background, and the Health/Experience area is cluttered with over-sized stats.
Sound
Mana Chronicles sports tinny, low-quality synthesized sound effects - again, very Nintendo-like in its presentation. The background music is decent, and goes well with the Japanese RPG theme.
Options
Mana Chronicles is a fun little action/RPG, but I found it to be entirely too easy. You can essentially stand in-place, and wait for enemies to run into your sword. When it comes to the bigger baddies, hit them a couple times, move out of the way when they strike, and repeat. With the screen-scaling issue and poor graphical quality leaving a particularly sour taste in my mouth, I find it hard to stomach the $2 asked-for by the developers. There really isn't enough to keep you busy for long, and the lack of depth and variety make it a rather "meh" title. Still, there aren't many games in this genre yet for Android, so kudos for trying.
Get Mana Chronicles on AppBrain

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Wipe-out legions of demon-spawn using your wits, magic abilities, and a whole lot of tap-tap-tapping in this side-scrolling, hack'n-slash RPG from Spearhead Entertainment.
Title: Mana Chronicles | Developer: Spearhead Entertainment | Genre: Action, RPG |
Players: 1 | Version: 1.23 | Size: 29.1MB | Price: $2.24
Click QRC image (from phone) or scan with a barcode reader.
Mana Chronicles is what you'd get by cross-breeding an old-school, side-scrolling arcade game - say, Final Fight - with a very easy, paired-down fantasy game. You'll spend most your time repeatedly tapping the attack button while trying to line-up your character on the same plane as your enemies, while trying to stay facing the right direction.
Mana Chronicles is more arcade than RPG, so don't get too excited about leveling or accumulating trinkets. You won't be leveling your character and assigning points to stats, but instead will auto-level when you've gained enough experience. As you wade through the hordes, you'll find item-drops and treasure chests which allow you to customize your character. You'll discover a smattering of swords, armor, and jewelry during your brief adventure (this game is really easy) which you can equip for various bonuses. Equipping an item is as simple as tapping the new item, and looking at which stats go up and which will go down. I didn't find any items that had special abilities or magical properties during my time with this game, aside from these straight-up stat bonuses.
Your character, once you've killed enough enemies, will be able to launch a special-attack whose effects depend on which sword you're carrying. Some bosses, when killed, will become part of your soul, allowing you to temporarily transform into them during battle for a large (but short) power-bonus.
Controls
Mana Chronicles feels like a game run through an emulator. There's an on-screen d-pad on the left, which you'll use to move around, and a small control on the left that contains a large attack-button, as well as buttons to trigger your special abilities. While the controls themselves were responsive, I often found myself running just a bit too far, or facing the wrong direction while swinging, or getting stuck in a multi-attack when I really need to move. In order to hit enemies, you need to be almost exactly on the same horizontal plane - a difficult task to achieve, at times.
Graphics
I'm not sure what happened here, and after all the build-up to the game's release, I was sorely disappointed. For one, the game doesn't scale to my Evo's screen, leaving black borders on the sides. But even worse are the graphics themselves, which look to be on-par to a Nintendo console. The game play graphics are okay at best, but the Inventory panel is simply awful - text is horribly rendered and hard to read against the background, and the Health/Experience area is cluttered with over-sized stats.
Sound
Mana Chronicles sports tinny, low-quality synthesized sound effects - again, very Nintendo-like in its presentation. The background music is decent, and goes well with the Japanese RPG theme.
Options
You're given a toggle for background music on the intro screen, and can view a one-page tutorial that introduces you to the general screen components. Every stage you complete will be assigned a letter-rating, encouraging you to re-visit them and try for a better score.
VerdictMana Chronicles is a fun little action/RPG, but I found it to be entirely too easy. You can essentially stand in-place, and wait for enemies to run into your sword. When it comes to the bigger baddies, hit them a couple times, move out of the way when they strike, and repeat. With the screen-scaling issue and poor graphical quality leaving a particularly sour taste in my mouth, I find it hard to stomach the $2 asked-for by the developers. There really isn't enough to keep you busy for long, and the lack of depth and variety make it a rather "meh" title. Still, there aren't many games in this genre yet for Android, so kudos for trying.
Get Mana Chronicles on AppBrain

Sunday, December 12, 2010
0
Sunday, December 12, 2010
Ric RAT
Pinball Ride Review
★★★★☆
Take a fast ride through the dark, neon-streets of Sometown as a small, shiny chrome ball in this energy-laced, street-themed pinball iPhone port.
Title: Pinball Ride | Developer: Massive Finger | Genre: Arcade |
Players: 1 | Version: 1.0.1 | Size: 18.2MB | Price: $0.99
Click QRC image (from phone) or scan with a barcode reader.
Pinball Ride does one thing and it does it well - pinball. Playing through the story mode, you'll spin your way through bonuses, multi-ball rounds, flashy lights and achievements - driven a pulsing electro-house soundtrack. While there is but one board in this game, the graphics are slick and the controls are responsive enough to make this a great little title.
Controls
Shoot the ball by dragging the stick-shift back on the right side of the screen, then releasing it. The flippers are triggered by tapping either side of the screen. Controls in Pinball Ride are responsive, and do well to keep-up with the fast pace of the game.
Graphics
Beautiful. The visual style of this game reminds me of Grand Theft Auto - dimly lit streets, neon lights, and gang fights. Lights on the board glow and cycle, and the story-screens add a nice bit of variety. Even when zoomed-in to "flipper view", the game runs smooth as silk.
Sound
The background track in Pinball Ride is a bumpin', energetic electro track that keeps the pace heated and the player engaged. Flipper and bumper sounds are good.
Options
Pinball Ride is a solid pinball title, and great to have around for a quick pick-up game. The graphics are slick, the soundtrack is awesome, and the controls are responsive. I only have two minor gripes with this game. First, the ball-animation does lag on occasion, and ever-so-slightly, meaning you probably have to have a more modern phone. Also, I'm dying for some new tables. Why they didn't include another table or two is beyond my imagination, because it would've (in my humble opinion) made this game 100% solid. Nevertheless, for 99c (current intro promo price), I can't imagine why anyone would turn-away from this game.
Get Pinball Ride on AppBrain


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Take a fast ride through the dark, neon-streets of Sometown as a small, shiny chrome ball in this energy-laced, street-themed pinball iPhone port.
Title: Pinball Ride | Developer: Massive Finger | Genre: Arcade |
Players: 1 | Version: 1.0.1 | Size: 18.2MB | Price: $0.99
Click QRC image (from phone) or scan with a barcode reader.
Pinball Ride does one thing and it does it well - pinball. Playing through the story mode, you'll spin your way through bonuses, multi-ball rounds, flashy lights and achievements - driven a pulsing electro-house soundtrack. While there is but one board in this game, the graphics are slick and the controls are responsive enough to make this a great little title.
Controls
Shoot the ball by dragging the stick-shift back on the right side of the screen, then releasing it. The flippers are triggered by tapping either side of the screen. Controls in Pinball Ride are responsive, and do well to keep-up with the fast pace of the game.
Graphics
Beautiful. The visual style of this game reminds me of Grand Theft Auto - dimly lit streets, neon lights, and gang fights. Lights on the board glow and cycle, and the story-screens add a nice bit of variety. Even when zoomed-in to "flipper view", the game runs smooth as silk.
Sound
The background track in Pinball Ride is a bumpin', energetic electro track that keeps the pace heated and the player engaged. Flipper and bumper sounds are good.
Options
In addition to volume sliders for sound and music, you can change the view (top-down or flipper perspective), and change how the story screens appear during the game. In my opinion, flipper-view is a must, and adds a nice layer of immersion. There's also a slew of achievements to... well, achieve... in-game, which you can browse in the Achievements window. The game allows you to create a profile and track your high-score.
VerdictPinball Ride is a solid pinball title, and great to have around for a quick pick-up game. The graphics are slick, the soundtrack is awesome, and the controls are responsive. I only have two minor gripes with this game. First, the ball-animation does lag on occasion, and ever-so-slightly, meaning you probably have to have a more modern phone. Also, I'm dying for some new tables. Why they didn't include another table or two is beyond my imagination, because it would've (in my humble opinion) made this game 100% solid. Nevertheless, for 99c (current intro promo price), I can't imagine why anyone would turn-away from this game.
Get Pinball Ride on AppBrain


Thursday, December 9, 2010
0
Thursday, December 9, 2010
Ric RAT
Armored Defense Review
★★★☆☆
Fend of waves of tanks... and tanks... and more tanks, in this tower-defense style strategy game from ArmoredSoft featuring somewhat improved graphics, and plenty of levels to keep you busy.
Title: Armored Defense | Developer: ArmoredSoft | Genre: Action, Strategy |
Players: 1 | Version: 2.12 | Size: 12.2MB | Price: $4.56
Click QRC image (from phone) or scan with a barcode reader.
Tower-defense games, if you're not familiar with the genre, are an industry standard in the mobile gaming world. Each map is static with set entrance and exit-paths for enemy units to follow. You'll be purchasing turrets, placing them strategically, and upgrading them as you get more money... all with the hopes of killing everything before they reach the other side.
Armored Defense is yet another installation in the rather vast library of tower defense titles, and it's a modern-style, military themed version. There are three maps - three - in this game, and each map will run you through seventy (that's 7-0) stages of more and more enemy tanks. Some tanks are big, some tanks are small, some tanks stealth, some tanks are fast, and some even turn into smaller tanks (I assume, carriers) when they explode! Your options for blowing-up said tanks are turrets, with the option of mounting one of them on a train-track for mobility. In addition to turrets, you can place land mines which slow-down enemy units, and call in an air strike which drops a bomb (after 5 seconds) on a group of enemy units. Like every tower defense game, you'll be upgrading your turrets to increase range and damage.
I played-through twenty or so levels on each of the three maps, and found it to be somewhat entertaining, though I found myself wanting of variety. Interface-wise, the game provides you with a handy play/pause button - which is nice for planning and deploying new turrets. Unfortunately, you really have no clue what each turret's capabilities are unless you happened to have been smooth enough to write them down during the tutorial. There are no on-screen overlays when you select a turret, so hopefully your memory's better than mine. Deploying turrets is rather interesting as well, as you'll be tap-dragging them into position (as opposed to most TD games that have you tap to select, then tap to place).
Speaking of the tutorial, the text is riddled with bizarre phrases and spelling issues (like "invaiders"), and struggles to convey actually helpful information. Fortunately, the game itself is pretty straightforward, and with the limited number of turrets and upgrade options, the most complicated thing about Armored Defense is creating a new game (see Options).
Controls
When the round begins, you'll find yourself pausing the game, tap-dragging turrets on to the map to deploy them, tapping a few for upgrades, and then tapping Play to start. During the course of the game, you can play/pause to your heart's delight (via the on-screen buttons), fast-forward, and zoom up to three zoom-levels if you want to get a bird's-eye view of the action. Unfortunately, you can't really do anything but watch in two of the three zoom-levels. Because of the tap-drag mechanic, those of you with big fingers may find it difficult to place turrets accurately. There's also no option for retracting air-strikes if you mistakenly start to place the crosshair.
Graphics
My first impression of the graphics in Armored Defense took me back to an old PC game, Total Annihilation, which used somewhat simplistic textures with the hopes of emphasizing game play. Honestly, I don't understand the Market comments in this department. The graphics in this game are ok - nowhere near as detailed or colorful as Grave Defense - and the units themselves are regularly running over and under each-other. Because of the lack of collision-detection, or at least pathing where the units stay apart from one-another, I'm left feeling like this game is unfinished. Lastly, the menu overlays (transparent borders, especially) are heavily pixelated and look poorly designed.
Sound
Turret sound-effects are decent, as are explosions, but that's all the sound you'll get in Armored Defense. There's no background soundtrack to speak-of, and you'll find no tapping/placement effects as you navigate the screen. This game could definitely use some polish in the sound-department.
Options
I can safely say that I'm confused as to the Market reviews of Armored Defense. With people raving about the graphics and the game play, you'd think this game would be top-notch. After getting lost in the tutorial, suffering through the many (and easily correct'able) spelling and grammar errors, and then being stuck in a career spanning 210 stages of the same map... I have to say, I completely disagree. This game has good potential, but strikes me as unfinished and over-priced. For the steep $4.50 price-tag, there's plenty of other solid tower-defense games out there to keep you busy.
Get Armored Defense on AppBrain


read more
Fend of waves of tanks... and tanks... and more tanks, in this tower-defense style strategy game from ArmoredSoft featuring somewhat improved graphics, and plenty of levels to keep you busy.
Title: Armored Defense | Developer: ArmoredSoft | Genre: Action, Strategy |
Players: 1 | Version: 2.12 | Size: 12.2MB | Price: $4.56
Click QRC image (from phone) or scan with a barcode reader.
Tower-defense games, if you're not familiar with the genre, are an industry standard in the mobile gaming world. Each map is static with set entrance and exit-paths for enemy units to follow. You'll be purchasing turrets, placing them strategically, and upgrading them as you get more money... all with the hopes of killing everything before they reach the other side.
Armored Defense is yet another installation in the rather vast library of tower defense titles, and it's a modern-style, military themed version. There are three maps - three - in this game, and each map will run you through seventy (that's 7-0) stages of more and more enemy tanks. Some tanks are big, some tanks are small, some tanks stealth, some tanks are fast, and some even turn into smaller tanks (I assume, carriers) when they explode! Your options for blowing-up said tanks are turrets, with the option of mounting one of them on a train-track for mobility. In addition to turrets, you can place land mines which slow-down enemy units, and call in an air strike which drops a bomb (after 5 seconds) on a group of enemy units. Like every tower defense game, you'll be upgrading your turrets to increase range and damage.
I played-through twenty or so levels on each of the three maps, and found it to be somewhat entertaining, though I found myself wanting of variety. Interface-wise, the game provides you with a handy play/pause button - which is nice for planning and deploying new turrets. Unfortunately, you really have no clue what each turret's capabilities are unless you happened to have been smooth enough to write them down during the tutorial. There are no on-screen overlays when you select a turret, so hopefully your memory's better than mine. Deploying turrets is rather interesting as well, as you'll be tap-dragging them into position (as opposed to most TD games that have you tap to select, then tap to place).
Speaking of the tutorial, the text is riddled with bizarre phrases and spelling issues (like "invaiders"), and struggles to convey actually helpful information. Fortunately, the game itself is pretty straightforward, and with the limited number of turrets and upgrade options, the most complicated thing about Armored Defense is creating a new game (see Options).
Controls
When the round begins, you'll find yourself pausing the game, tap-dragging turrets on to the map to deploy them, tapping a few for upgrades, and then tapping Play to start. During the course of the game, you can play/pause to your heart's delight (via the on-screen buttons), fast-forward, and zoom up to three zoom-levels if you want to get a bird's-eye view of the action. Unfortunately, you can't really do anything but watch in two of the three zoom-levels. Because of the tap-drag mechanic, those of you with big fingers may find it difficult to place turrets accurately. There's also no option for retracting air-strikes if you mistakenly start to place the crosshair.
Graphics
My first impression of the graphics in Armored Defense took me back to an old PC game, Total Annihilation, which used somewhat simplistic textures with the hopes of emphasizing game play. Honestly, I don't understand the Market comments in this department. The graphics in this game are ok - nowhere near as detailed or colorful as Grave Defense - and the units themselves are regularly running over and under each-other. Because of the lack of collision-detection, or at least pathing where the units stay apart from one-another, I'm left feeling like this game is unfinished. Lastly, the menu overlays (transparent borders, especially) are heavily pixelated and look poorly designed.
Sound
Turret sound-effects are decent, as are explosions, but that's all the sound you'll get in Armored Defense. There's no background soundtrack to speak-of, and you'll find no tapping/placement effects as you navigate the screen. This game could definitely use some polish in the sound-department.
Options
In another difficult-to-understand UI situation, you're provided a myriad of difficulty and ranking options when you start a new game. These options are barely explained in the tutorial and you're mostly left to figure it out yourself. You can select between Rookie or Veteran mode, and from there you pick from three careers - Volunteer, Regular, and Elite - all of which use the same maps, and take you through seventy stages of tower defense. However, within each career are three sub-ranks - Soldier, Officer, and General. What does this mean for you? To complete an entire career, you'll be plodding through 3x70 = 210 stages of the exact... same... map. Have fun.
In addition to difficulties, careers, and ranks, you can browse your statistics and toggle sound on/off.
VerdictIn addition to difficulties, careers, and ranks, you can browse your statistics and toggle sound on/off.
I can safely say that I'm confused as to the Market reviews of Armored Defense. With people raving about the graphics and the game play, you'd think this game would be top-notch. After getting lost in the tutorial, suffering through the many (and easily correct'able) spelling and grammar errors, and then being stuck in a career spanning 210 stages of the same map... I have to say, I completely disagree. This game has good potential, but strikes me as unfinished and over-priced. For the steep $4.50 price-tag, there's plenty of other solid tower-defense games out there to keep you busy.
Get Armored Defense on AppBrain

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